Tag Archives: WOD

Few professionals emerge from high school, trade school, or college with the badassery required to act fully confident in their respective field. In any job, you grow as you learn – but you can enhance your confidence and other work-related skills through the magic of LARPing.

Here’s a look at how it’s worked out for me.

LARP Kindled My Interest in Marketing

Following college, I got my professional start in publishing – which was an uncertain field due to its not-so-smooth transition from print to digital. Moonlighting as a freelance writer, I also learned about SEO (search engine optimized) writing and its constant state of evolution.

What tied it together was the opportunity to be a marketer for a LARP. The duct tape budget was mandatory; the marketing budget was meager (and by that I mean $0). I bartered talent and content for tables at conventions and even recruited LARPers on Freecycle.

Most other games didn’t have someone who knew how to seed a new blog and dominate keyword opportunities, but like a veritable marketing badass, I made it happen and began my official journey into a marketing career.

Additionally, my knowledge and enthusiasm about LARP shows that I’m able to speak clearly about what I do. Four prospective employers felt that their team needed my passion – and every time I described LARP and what I learned from it, I got hired.

LARP shows several desirable traits to employers:

Improvisational ability: I’m able to think on my feet

Ongoing desire to learn: I take lessons from LARP and apply them to real life

Continual creativity: LARP’s a vehicle for creative thinking

Problem-solving skills: As my character, I often have to overcome challenges, and I take pleasure in doing so

Team player: Collaboration is the name of the game in LARP, as it’s a necessity for the media’s format as well as character development and progression

LARP also serves as a backup for those pesky interview questions. “Can you remember a time when you handled an emergency?” Not in real life, but one time I totally helped a pregnant dwarf get to the midwife on time.

LARP Makes Me a Badass Leader

Minerva had only a moment to think about the years of preparation under the guidance of her mentor. Presently, she was a mage enrolled in her second year of wizard college. Refusing to hand over the coveted letter, she defied her professor openly before the entire class. In that moment – in doing what was right even though it was against the rules – she knew that the decision to pursue law enforcement was right. This wasn’t only justice, it was leadership.

…And I took that experience to work with me.

This is the narrative of my most immersive and impactful LARP experience to date. As a woman in marketing who often interfaces with people in the tech industry, leadership and confidence are essential – and not always easy to maintain. Through LARP experiences like the one described above, I deliberately practice embodying confident and decisive actions.

This allows me to speak up and lead confidently, whether I’m working with a team of writers or leading a client through the buying process.

Success in this endeavor comes through repetition. That’s how to make a good habit stick.

LARP Makes Me a Badass Marketer

I’m a more effective marketer thanks to LARPing. In marketing, telling a brand’s story and appealing to prospective customers through genuine passion for your work is all the rage. (And for all those people who said an English degree wouldn’t help my career: you were wrong.)

LARP is all about collaborative storytelling, a skill I constantly practice at work and on game. This also means I’m used to reacting to what others give me to work with, and I’m not going to stick to the conventional beginning-middle-end format with every story. LARP helps me help brands stand out.

From LARPing.com

LARP Makes Me a Badass Colleague

In addition to the collaborative nature of LARPs, these games have helped me focus my passion for advocacy. Often in LARPs, I’ll have to take a stand on a position and convince others of its value. Through my career, I’ve used these skills to advocate for team members, customers, and even fair wages.

Forget Toastmasters: I LARP

Public speaking is an important skill in every field. Like most writers, I’m far more confident in crafting written words than delivering speeches, but public speaking is also a necessity for many marketers. Whether I’m on a podcast, webinar, or speaking live at an event, I lean on my LARP experience to engage the audience effectively.

Specifically, I grew more confident in public speaking by portraying a bard in a monthly fantasy campaign LARP over the course of five years. The bard began as a passive fairy princess and retired as a respected and battle-ready political leader.

Remember that time the inn got attacked in the middle of the bard’s song? That taught me how to deal with the unexpected when there was a technical glitch in my webinar presentation.

I still have a long way to go when it comes to nasty glitches and surprises, and work life doesn’t always go as planned. But thanks to LARP, I’m able to handle it like a badass.

I play in, and am a Storyteller for, the Underground TheaterVampire: the Masquerade LARP. For two years, I served as the Organizational Storyteller for the Camarilla, Anarch, Independent Alliance venue. During that time I ran a game that was heavy, dark, and brooding. Players were forced to make difficult choices at every turn and were in constant danger. Winning was surviving. The story was dark, but was it good? I had players burning out constantly.

I stepped down from the position and spent some time thinking about how to run games that embraced the themes of Vampire and the World of Darkness, but didn’t drive players to burn out or Out of Character conflict. After a time, I realized that the great villains (which is essentially what we are all playing in Vampire) were a bit campy and weird. They all had character traits that drove them to make poor, but interesting and entertaining choices. The best of them had a touch of ridiculous about them. Victory was never enough, it had to be gained in a certain way or through certain actions. Ultimately, great villains were campy.

Camp can be zany or subtle. A primary complaint about injecting camp into serious games is that too many Storytellers are already doing it badly. Vampires are battling anthropomorphic snowmen with little story beyond, “Wouldn’t it be cool if?” I am not a fan of genre-breaking silliness. Stories must have depth and connection to the world that we choose to mutually inhabit. Always ask yourself, “Will the story my Players tell sound ridiculous?”

Sinister, isn’t he?

Subtle camp is the difference between executing the prisoners and creating a death trap. When I defeat someone, if I want the best outcome for my character, that defeat should be resounding and complete. However, we shouldn’t want the best outcome for our characters, we should want the best outcome for ourselves as players. Instead of a resounding defeat or complete victory, we want story – a death trap that the rival can possibly escape creates that. A Roll Squad is no fun, a Death Trap could be.

Camp is a difficult word. Words have meaning and power, especially in roleplaying games, especially in LARP. I choose camp because it describes the absurd, slightly tongue-in-cheek way that good LARP interaction begins with. We encourage players to be be larger than life and play fearlessly. That requires them to act in ways that are theatrical, not realistic. Subtlety does not need to be lost.

“Theatrically” is not a bad word for the style of play that I advocate. However, I want to draw a line between Hamlet, in which a character does some patently ridiculous things in pursuit of revenge, and Titus Andronicus, a play so violent that it makes modern slashers look tame. Both are very theatrical. The characters make big choices and extreme actions, however Hamlet has a subtlety to it that makes it more interesting. Hamlet is also a touch campy (the right kind of campy). He suffers and monologues and wallows. Hamlet acts, but indirectly and in ways that would be less than advantageous for his “player.” That’s what I seek.

Sir Laurence, as Hamlet, Tragedy Embodied

The unrelenting gloom and horror of the World of Darkness (and other such games) needs a tinge of the ridiculous to be great. Batman’s greatest villain should be Salvatore Maroni, the Boss of Gotham. He is deadly, smart, and has managed to keep operating, more or less, in a city protected by Batman. There are plenty of fans of Boss Maroni, but he is not the Joker. The Joker is terrifying, homicidal, and campy. In Vampire, do you want to be “Black Suit Person #27” or do you want to be “The Rabid Mongoose of the South?”

The purpose of camp in serious games is to increase the potential story and to not leave behind fun in the unrelenting darkness. A small amount of mustache twirling creates a rivalry instead of a enemy. A small amount of the absurd gives players that moment of relief that stands in stark contrast to the serious drama around them. Both create more, and better, story and that is the ultimate goal.

THE Jason Hughes thinks about Larp constantly. He probably has a problem. His wife is very understanding.

Who is the true, underlying villain in the original “big five” games of the World of Darkness? I can’t really think of a more loaded question related to White Wolf’s flagship IP. At first glance, it seems as though every game has its own villain: Werewolf has the Wyrm; Mage has the Nephandi, and in some editions the Technocracy; Wraith has, well, everyone; and Changeling has humanity itself. Some editions of Changeling shied away from the Humanity-as-villain narrative, but whether the enemy was the Shadow Court or uncaring nobles, those foes can be traced back to what humanity’s abuses have done to the Fae.

If you look closely, the theme of humanity-as-villain is central to most of the game lines, with Vampire being the one exception. In Wraith, Oblivion historically is a more productive force than it is today. Every description of harrowings talks about how they were once a critical part of attaining transcendence, but over the centuries have become increasingly dark and twisted. When you look at how Oblivion has manifested in the other dark kingdoms, such as the Dark Kingdom of Ivory, where there is no great human administrative infrastructure, the “sins” of Oblivion seem less cosmological and more the result of humanity’s relationship with their darker impulses. This is hardly the only game where we see these tropes.

Mage is an even more acute example. As the Technocracy-as-villain narrative has been intentionally subverted over time, we have seen the horror of Mage shift, holding up a dark mirror. Mage is a game about a human being displaying enough hubris to believe they have the power to change reality and the wisdom to do it properly, and then act on that belief. In many ways, the greatest enemy in Mage are the main characters, and every time you spend experience you are giving that villain more power. While some view mages as a class of “others” like vampires or werewolves, they are arguably the most distilled expression of human existence in White Wolf’s canon of work.

When the villain lives in the mirror, the villain is humanity.

It’s a little harder to see this theme in Werewolf. When you trace the Wyrm’s story, it doesn’t take long to see the paragon of destruction as a victim, and that leaves the Weaver as the real villain. No matter how much emphasis you put on pattern spiders, or the Weaver’s other spirit minions, her greatest avatars are humans. Pentex is seen as doing the Wyrm’s work, but they function as a strictly controlled and organized corporation. I can’t think of anything more Weaver-like or symbolic of modern human advancement than the corporation.

That leaves Vampire, the largest and most financially successful game in the World of Darkness. This is where these themes fall apart. Humanity isn’t the primary villain in Vampire; Humanity is idealized in the system as its primary morality trait. The hierarchy of sins for Humanity, which acts as an in-game guide to which actions will send a character into a crisis of morality, reveals a collection of scolds that elevate Christian moralism more than they reflect anything true about innate humanity.

The humanity dynamic is obviously inspired in part or whole by the challenges faced by Louis in Interview With the Vampire. The Embrace, the struggle with shame and guilt, and many of the social/political themes of Masquerade draw heavily on Anne Rice’s early work, and as a standalone piece inspired by and inspecting some of the questions Rice posed in her books, Masquerade holds up very well. The problem is that White Wolf then published 4 more games that present a much less flattering view of humanity, and the new White Wolf has publicly stated they want to engage more fully with events from the real world. In a world where Duterte not only exists but has a non-antagonistic relationship with America’s President, I have a hard time envisioning White Wolf engaging with real world events and political themes while presenting Humanity as a glorified ideal to which Vampires cling.

Are Paths the answer?

Vampire provides an alternative to Humanity in the form of the Paths of Enlightenment, which serve as alternate moralities a vampire can use to hold their beastly hunger in check. In my personal experience, the Paths of Enlightenment become a way to get around tracking morality far more often than they prompt players to meaningfully inspect themes of self justification, which is how they were originally framed. The burden of calling for morality checks falls on the ST, and in a Sabbat or Independent game where five players each have a different path of Enlightenment, knowing when a given player has violated their path is cumbersome enough that it is often ignored.

It is also worth noting that the current relationship between speculative fiction and the idea of “The Other” is very different than it was in the early 90’s when the first edition of Vampire the Masquerade came out. Vampire swept several issues related to humanity’s less savory tendencies under the rug. Vampires aren’t sexist, because why would you care about gender when you are an immortal entity with no sex drive? Young vampires wouldn’t enter the early days of their unlife with that perspective, though they might shift their views on gender after their first run in with a 500 year old female Tremere – assuming they survived the encounter.

Additionally, our conversations around prejudice have become more nuanced. Claiming vampires become nothing more than ravaging beasts if they victimize people, regardless of their races, genders, sexual orientations, etc., while allowing humans to take similar actions with no repercussions creates some messy narrative dynamics. A Kindred held to the sins of the path of humanity would fall to their Beast long before they got around to internalizing the “more enlightened” philosophies that allow them to resist that fall if you allow vampires to demonstrate the kind of monstrosity mortals have perpetrated during the Tuskeegee Syphilis Trials, or the Trail of Tears. As many players have pointed out, we shouldn’t minimize these horrors by pretending that only supernaturals are responsible for such acts in the World of Darkness. In 2017 it’s hard to ignore these reflections of humanity and if we try to play Vampire without them the game ends up being reduced to little more than the urban fantasy escapism that the new White Wolf has said they want to avoid.

The Future

White Wolf has announced that Vampire 5th Edition is slated for 2018, and they are planning on making some pretty dramatic changes to the systems, including changes to what the Beast represents. If the Beast changes, then the relationship between the Kindred and their morality could change as well. Personally, I’d like to see a core morality mechanic that emphasizes the creeping alien nature of immortality. I would like to see a mechanic that accommodates what happens when a genocidal despot or a mass murderer styled after the likes of Dylan Roof is embraced without invoking a Path of Enlightenment that exists only in Vampiric society. I want to see an edition of Vampire that joins the rest of the World of Darkness in forcing us to stare into the mirror to find our horror instead of allowing us to pretend that some alien other is the true monster in the night.

This may be a tall order, and I know that, like all changes to an established and loved product, a large swath of fans would protest a change to Vampire this drastic. However, Twenty years of thematic development in the rest of the line and the goals laid out by the new White Wolf necessitate some shifts. I can’t pretend to know exactly what this change would need to look like, but I think while Vampire 5th ed is in development it’s important to talk about our future hopes for the line, because White Wolf has reached out to their fans and by all indications is really listening to what we have to say. Instead of just posing a solution, I would like to ask the question: “What morality dynamics would you like to see for Vampire 5th ed, and how can the game more acutely focus on the horror of the human condition instead of the evil of the alien vampire other?”

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school. He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since. He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga athttp://redcircuitry.blogspot.com/. He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit. During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

One of the most persistent tropes in modern speculative fiction is the Hero’s Journey, or the Monomyth. The monomyth varies from telling to telling, and it can be found in a wide swath of modern media. The basic manifestation of the Hero’s Journey takes a protagonist from “normal life” into a fantastic setting where they are faced with conflict, personal struggle, and ultimately, they achieve triumph/glory over a villainous foe. In most tellings, a glorious return home completes the journey.

RPGs, from D&D to Exalted, use the Monomyth as their central narrative. White Wolf didn’t start with a substantial investment in the monomyth, and arguably the World of Darkness, and even moreso the Chronicles of Darkness, often explicitly subvert or at least de-emphasize the monomyth. It’s not hard to find player troupes that missed that memo and run heroic arcs with their Sabbat packs, Wraith circles, or throw themselves at the hero’s tale intrinsic to Changeling while ignoring the tragedy that’s clearly designed to subvert that narrative in the core text.

For all of the subversive ways the World and Chronicles of Darkness play with the Hero’s Journey, I’d never seen a game completely reject the validity of that story model until Beast the Primordial.

Beast devotes almost two and a half pages to the topic of how and why the game subverts/deconstructs the Monomyth. In Beast you play a monster of myth manifested within the soul of a human being. Beasts are driven to feast on human terror in uniquely personal ways. The primary antagonists of the game are “Heroes” who are driven by the same supernatural cosmology that creates Beasts to seek and destroy them.

It’s easy at first glance to think that this game is just a dark twist on the narratives common to our modern media, but the game does something much more compelling as you work through it. There is no monolithic enemy in Beast. Hero’s arise as stand alone phenomenon, every bit the cosmological constant Beasts are, and the culture of the Children (Beasts’ name for themselves), is incredibly loose and comes with no great political force to oppose. There is no Sabbat, no Technocratic Union, no Hierarchy, or corrupt guilds to stand against. The game emphasizes family, and the connection Beasts have with other supernatural creatures in the Chronicles of Darkness.

The fundamental conflict of Beast centers on the complicated task of finding your place in a world when that world finds everything you represent abhorrent. Heroes in Beast are clearly forged in the mold of the broken and corrupt heroes of Ancient Greece as opposed to the bright eyed perfection of classic Superman comics. They are deranged, driven, and while they may save a few humans from Beasts who have been pushed out of control by their hunger, it is a rare person who would say that is worth the collateral damage they cause.

Why is this framing so powerful? It seems due to the fact that the game forces the player to truly grapple with the experience of being the “other”. While that theme runs through many of White Wolf’s horror titles, Beast takes the metaphor further by casting the Beast’s greatest enemy as humanity itself. Heroes are twisted, deranged, and supernaturally powerful, but they are fundamentally human. It is the Beast who is not.

If you want to pick up Beast and give it a try one of the most important narrative considerations should be how comfortable you are with demonizing humanity. There is a sidebar in the Heroes chapter that asks, “What about the Heroes that listen to reason?”. The answer is that these heroes do exist, but they generally don’t hunt Beasts. The book continually states that the Heroes that should appear in a Beast game are the narcissistic, driven, cruel ones. I have seen a few people talk about having problems with this dynamic because it creates an unrelatable villain, and the book specifically states than Heroes should not be relatable enemies.

Heroes, at their core, are quintessentially human. So shouldn’t they be relatable? Modern storytelling has moved farther and farther in the direction of understandable antagonists, and messy flawed protagonists. Beast seems like an obvious attempt to dive directly into that dynamic, but when you step back and look at the game as a model that inverts a classic storytelling trope the problems with this lens become apparent.

Beasts are not good guys. You are not playing some gritty but relatable anti-hero. Despite the few words in the opening about how Beasts were outcasts, and “different” before their Devouring, this game is not some glorified revenge fantasy. The narrative that runs through the book emphasizes the constant struggle to keep existing while humanity continues to reject you, because you are fundamentally wrong. If you view this game through a lens where humanity is intrinsically good then a lot of the intended themes quickly fall apart, and I’ve seen this specific logical crisis in a great deal of the negative responses to the game.

Before playing this game you should really know your players, and you should spend some time making certain they are prepared to play true monsters in the night with none of the glorified romanticism that comes with games like Vampire or Changeling. You’re not flipping the tables so you can play a Beast anti-hero. There is no good guy in this story.

Not every player will be able to get into this particular narrative headspace, and if even one or two players approaches this game with the wrong intent it could derail your whole chronicle. That said, approaching the game with this tilted perspective opens up new story possibilities. As a litmus test, if you dislike the writing of Thomas Ligotti due to the lack of a moral compass, even the inverted one present in more mainstream horror stories, this may not be the game for you. That particular form of nihilism is required to dive into the darker corners of Beast.

If the narrative darkness above sounds appealing there is still the question of game mechanics. I have seen consistent complaints that Beast is overpowered compared to the other games in the Chronicles of Darkness. After reading Beast I understand where that perception comes from. While the “powers” that Beasts purchase aren’t necessarily overwhelming (though they are powerful and a lot of fun) Beasts come with a barrage of innate abilities you don’t have to pay for. They have a special realm carved out of the Primordial Dream, they have the ability to transport there from a variety of places in the real world, they can buff other supernaturals they are allied with, and they automatically sense other supernaturals. There’s a system to create custom powers, which even though they must be purchased, is something you don’t often see, and these custom powers can become more unique when based off supernaturals a Beast is associated with.

Reading Beast, I felt like I was constantly stumbling over new powers, and it was a little overwhelming. However, I believe all of this power is important to further the fundamental themes of Beast. Unlike Mages, Werewolves, or Vampires, who might have driving goals, or grand schemes which their powers help them fulfill, Beasts are just trying to survive. More importantly, their power is a trap.

Satiety, which is the Beast’s supernatural resource, is complicated and dangerous. If you gorge yourself on the fear of your victims your inner Horror becomes fat and contented and you suffer penalties to your rolls. If you are starving, then your powers are buffed by your deep hunger, but your Horror (your Beastly soul) can easily run out of control and you are left with no resource to buff your powers. You may think this is a simple matter of maintaining balance between these two states, but as a primordial being you reject such equilibrium and grow uniquely vulnerable if you maintain the stasis between these two extremes for long.

If we look back at this system, and think about the themes of the game, it becomes immediately apparent that a Beast’s power reinforces the anxiety of their existence. Beasts have profound power, but every method of engaging with that power is toxic in a different way, and the more they leverage their supernatural strength, the more attention they draw from Heroes who want nothing more than to stand over their broken bodies. Even Wraith, which plays with a similar dynamic by having very shallow experience costs, but pairing PCs with a dark shadow that will abuse their drive for power, still comes with a set of enemies players can secure satisfying victories against.

When a Beast defeats a Hero all they gain is a brief rest before the next Hero finds them. As long as the Beast isn’t allowed to break out of that cycle, and Heroes are powerful enough to be a threat, no Beast can truly be overpowered, because their strength is a mockery more than an actual benefit.

Beast the Primordial is probably one of the most complex games in the of Darkness lines, both in terms of systems and due to its rejection of familiar narrative territory. The lack of a unified enemy, and the fundamental rejection of the Hero’s Journey are daring moves that align Beast with experimental narrative ventures like Dread or Bluebeard’s Bride as opposed to other games using the storyteller system. Game mechanics are fairly complex (satiety is no blood pool), and to be honest, I have a hard time imagining keeping track of all the different things I would be capable of as a player without a substantial cheat sheet.

By Lydia Burris http://www.lydiaburris.com/

Several sections of Beast drive the inverted Monomyth narrative in less than nuanced ways. This is most acute in areas that were re-written based on player critique during the kickstarter. Several players felt the game was too dark, that Beasts had no reason to exist, and that the relationship Heroes had with the Integrity stat was messy in toxic ways. To the dev’s credit they listened to the fans and made changes, but they did so very quickly and some of the text dealing with the themes introduced during the rewrite feel somewhat rushed. This is especially obvious in the reminders that only Heroes with low integrity hunt Beasts, though the fact that the devs made certain to leave high integrity Heroes in the world is significant, and I hope we get to hear more about them in the upcoming Beast Conquering Heroes.

Ultimately, Beast takes some profound risks, and in doing so creates a dynamic new corner of horror role-playing than many of us never knew existed. There are areas of the game that need some judicious application of the Golden Rule, such as the persistence of the “Beasts Teach Lessons” idea among the Children, without any coherent Beast society to perpetuate this culture. That said, some of my favorite White Wolf games have tapped into incredibly messy, yet fascinating narratives because they were willing to take risks, and they also required fairly liberal use of the Golden Rule to manage their rough edges, so Beast is in good company. Finding a large enough group of players ready to discard any heroic impulses and embrace the endlessly powerful anxiety of Beastly existence is a tall order (and may well resign Beast to my eternal bucket list alongside Promethean), but I do feel it’s a unique game that breaks new ground not just for the horror genre, but gaming more broadly and it’s well worth exploring.

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school. He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since. He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga athttp://redcircuitry.blogspot.com/. He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit. During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

Welcome back to the final installment of this series. If you have been reading each of these much thanks! The topic for this week would not be the last thing you discuss with your group , but will be discussed multiple times during this whole process. So, the topic I want to cover in the final article is how to have these ( sometimes very intense) discussions and make sure that the GM is able to run the game they want while respecting any boundaries. Again , as I always say , please comment and let us get a good discussion going!

Topics

No, I am not going to list topics that are controversial here. Most of these would be self evident and, most of the time, the ones that players may have an issue with are ones that may not be so easily identifiable. With that being the case , it’s more of a way to have a discussion, make sure that every player is heard , and the best time is had by all.

The most straightforward way is to open this talk up is to put it out from the get go is to s imply ask your group what topics or themes they don’t want to have present in the game.Be prepared that a lot of people will simply answer that they can’t think of anything that would offend them that needs to be left out. Trust me on this , everyone has something that they don’t want to be included in a pen and paper RPG. The job of the GM is to make sure that they DO answer you.

In my experience , the best way to do this is to let them know they can reach out to you privately via text, Facebook , or other means away from the group , and let you know what they don’t want to see in game. Even in the most close knit groups , people don’t like to be the reason for not having something included. Normally, for my current groups, any time I am running a game (even after all these years) I state the same thing “If anyone has any topics, themes or other things they want left out of the game please let me know. You can do so here or reach out to me privately. I won’t share what is discussed and I won’t say who does or doesn’t reach out to me.”

Surely you may say ‘Scott , you don’t have to do that every time. Especially with your home groups. They have already answered this before” I thought that way too friends and I was so very wrong that it taught me to always ask this very question. My group actually has a rotating roster of GM’s , which I have mentioned in previous entries here , and as such , sometimes a good chunk of time may go by before I run a game for my group.

In addition to this people change from day to day , not to mention from year to year. This means that a topic or subjec t that may once have been ok, could now be an issue. It’s just a polite and considerate thing to ask. Let me explain this in context of a story . Out of respect for the people mentioned I am changing names of those involved.

A few years back, I was running a particular splat in the Chronicles of Darkness world. I had worked with the players on making the characters, and as such I mentioned, as I always do, “If anyone has any topics, themes, or other things they want left out of the gameplease let me know. You can do so here, or reach out to me privately. I won’t share what is discussed, and I won’t say who does or doesn’t reach out to me..” None of the players mentioned anything at the table, and no one reached out to me afterwards

We come to the game and, after making the characters, we had one character who had a very graphic scene in their backstories. Now I do want to make it noted this didn’t happen in game it was completely in the backstory, before the game even began. So, with all that being said we start the game. Towards the end of the session in an attempt to bring the PC’s together I corner them and make it so that they are not able to leave a room they are all in.

One PC at this time starts to lash out, and is very adamant in getting out of the room. Explaining to the player the reason behind the scenes backfired, as they felt the group as a whole, and this included me, were attacking them and making them feel like they didn’t have freedom of choice.

We ended the session shortly thereafter. The next day I reached out to the player and asked what the issue was to make sure that it didn’t happen again. What they told me was that the graphic act that occurred in the other players backstory made them uncomfortable and they felt like that was going to happen to them when they were not allowed to leave the room during that session.
This was not at all my intention of this sceneand was not anything close to the feeling I was trying to invoke. I assured the player that this was not my intention. Building off of this, I asked why they didn’t mention this topic being off limits at the beginning of the game when I asked the group and said “it didn’t occur to me as something that would come up.”

That last statement should be repeated “it didn’t occur to me as something that would come up.” This is why i always ask. Always. Also, this goes to show you that no matter how much you give people the ability to speak up , they still may not until the are directly confronted with a topic or issue.

Compromise

So we have a discussion going. That is great.How do we make sure that all parties are equally heard? Well , that is where compromise comes in. This, from time to time, will mean that we have to drop a theme or plot thread if absolutely needed. However , let’s not jump to such a extreme conclusion right off the bat.

This really becomes a bit of a negotiation in which you will have to use active listening to ensure that both parties (GM and Player) are on the same page. Ask the players what themes they want to avoid. Once they have provided a list ask followup questions in regards to those themes.

“Ok, I’m hearing you want to avoid sexual assault and violence in this game, keep in mind some of these elements are part of the Vampire world, do you want to avoid these completely, or do you want to avoid those interactions with your character?” “Just my character, I’m fine if they happen off-screen with someone else.” “Ok, I can work with that, how do you feel about feeding as a scene we run occasionally?” “Well, I’d like to avoid that usually, but I think my character would try and find willing victims, so if we did run a scene like that I’d like to have consent be important.”

The important thing to remember is during this entire exchange you want to get active consent. This means getting a firm yes from a player. If there is any wavering, be prepared to listen to concerns and if needed remove the theme. If you can’t get active consent, you can present the themes as you play, and then ask again before we delve fully into a scene to ensure a player is comfortable.

When I last ran a Vampire: The Requiem mini campaign, I had a player who was very against having to roleplay out the scenes were their character would feed. The player decided that, to get around this, theywould have a herd, which in Vampire means they have a group who is willing to let the PC feed off of them.

I explained to the player that I would not make them roll out every single feeding, however I did mention to them that at times I wanted to have them try it out, as feeding in Vampire is a core part of that mood and theme the game presents.I asked that they allowed me to do at least the first feeding for them to set a tone. Tand over time got more acclimated to roleplaying out the feeding scenes. I still didn’t have it at the forefront as I did with other players, and at times did push back on the player to still play out the scene as per the rules Herd, just gave him a bonus on feeding ROLLS it didn’t give him a guaranteed to feeding with no issues.

The above example shows active listening. It shows that I addressed the players concerns with feeding and made sure to set an expectation with the overall theme. This also shows getting active consent during the scenes we would run with this player. I would downplay more of the sexual violence of the feeding while still playing up the theme of being a monster.

In Conclusion

So, that will wrap up this topic and series. I again appreciate anyone that took the time to read even part of these , and for those of you who read all of them through , thanks very much.

The contract that is made in a gaming group is very interesting and rewarding. By having these discussions , you will see your games become enriched for the better. As mentioned , please let me know thoughts or any questions and let’s get a discussion going.

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

So a quick history: White Wolf published a LARP (Live Action Role Play) variant of their Old World of Darkness (oWoD) series in the early and mid-90s dubbed Mind’s Eye Theater (MET). By Night Studios (BNS) recently acquired the right to make new LARP materials from oWoD and have set out to create newly revamped systems that are based today incorporate more recent societal themes. This is a review of their newest book in this reimagining, Werewolf:The Apocalypse.

The Story

All Images Used are the Property of By Night Studios, White Wolf, and their Respective Owners, they are used here under fair use, any concerns please alert us ASAP

In the original setting, the world ended around 2000. To allow for the game to be more modern, BNS had to work from the point where the world would have ended, forward, and continue to build the world. This was a monumental job that could have fallen flat if they had gone in the wrong direction. Instead, they hit it out of the ballpark.

The story moving in to the current era is plausible, interesting, and makes for a large amount of story hooks for any storyteller. The feeling of something akin to an Apocalypse happening was preserved. At the same time, the authors moved both the game and the setting forward. I feel the most impressive thing they did was characterizing the cyber generation, especially in a game historically defined by hatred of technology (and sometimes progress). The inclusion of two political factions (The Concordat of Stars and the Sanctum of Gaia) working both together and against one another while fighting the same war also adds a new angle that storytellers can use if heavy meta-politics are their players’ jam.

Most importantly to me, some of the tribes have moved forward to become fully fleshed out, living groups of people. Black Furies accept all women and cubs of both genders born to the tribe, the Wendigo aren’t solely just angry native people, and in general, the setting incorporates globalization of our culture in a very appropriate and respectful way. I’m not saying that if you hadn’t dug deeper in to those tribes I mentioned before you wouldn’t have found life and spark, but this is an area where I feel the previous LARP books did a disservice. I feel like BNS went above and beyond to truly give new players a glance in to a living, breathing cultural organization of people, especially ones with more sensitive themes.

Mechanics

If you are familiar with rock-paper-scissors, you can play this game. Mechanically not much is changed from BNS’s MET: Vampire: the Masquerade (VtM). You have test pools determined by your sheet, you throw rock-paper-scissors, you compare your results and then things happen. Some elements are new, but if you are familiar with the other book, this book is an almost seamless transition. It’s also obvious that this is BNS’s second book, because concerns with MET: VtM have either been corrected or elaborated upon (backgrounds, etc.).

The only mechanic that is truly new, and I feel makes the game stand out from its companion, is the Quest System. Players develop a Quest, work together to determine requirements, and then, regardless of success or failure, collectively create a shared narrative. This emphasizes player cooperation and agency, while reducing storyteller stress. It’s a great example of a system promoting positive play and I am very impressed with it. I have heard a lot of Vampire storytellers that want to incorporate it in to their game and I look forward to that.

Relevance to New and Old Players

I would like to preface this section with the fact that BNS talked with the community at large about what they liked and disliked about Werewolf, and it’s pretty obvious that they took those suggestions to heart in their development of the new book. They made a lot of changes to make the game more palatable, easier to run, and easier to play.

My old group of players has an adage. “Forget what you knew before, read through the book and that’s what you have.” There is a lot of difference between the original Werewolf and this one. But these changes aren’t bad, especially considering the backstory of the book. If you like Werewolf, you’ll definitely find the old Werewolf you love deep inside the heart of this book, as well as a whole new world to explore

For newer players, this book is a great introduction to the genre. With the inclusion of definite mechanics and story hooks that allow for inexperienced players to play as Kinfolk (the human relatives of werewolves), and Cubs (newly changed werewolves), and also to become actively involved in the story, even as low powered creatures (I’m looking at you Den Mother), even the greenest oWoD player can truly become involved and captured by the system and story. Don’t try and read the whole thing in one sitting though.

Storytellers are given a lot of information and a lot of meat to sink their fangs in to. The Umbra section alone could be an entire 5 year chronicles. This makes the book great for someone trying to run a game, especially if paired with its sister book, Vampire the Masquerade. There are 750+ pages of pure information to sink your teeth into and you have all the time in the world to get to know it.

Art:

This needed its own section. The art is amazing, representative, evocative, and while the style may be slightly strange at first, it meshes well. There are depictions of strength and serenity in both genders. It’s some great stuff.

But… it’s not perfect.

My major gripe is that there are firmly more depictions of men than women (by a factor of maybe ¼ from a quick count through the book) and there are a few ‘sexy poses’ that women are in that you don’t see the men paralleling (I’m looking at you page 735). There’s nothing wrong with sexy, but similar poses could have been employed in some of the male images. Also the bewildered and bored look that the two women in the Pentex scene respectively have (page 610) hurt my soul a little bit compared to the businesslike and serious look the men have.

These seem like petty gripes, but I hold BNS to high standards in regards to being open and accommodating to the community, and art is one of the major ways that the gaming community has majorly failed to do this in the past.

Overall, the art is stunning, and despite these issues the full color renderings of them make me want an art book with more.

Portability:

So there is one Were-Elephant in the room I’d like to address. The original LARP books were small and portable. This book is not. While the 750+ pages are absolutely glorious and give you all the information you could ever need, it’s also a monster of a book. There are ways around this (printing and creating subsection binders, e-readers, etc.), but those are hoops that the consumer has to jump through themselves. Also, the size does seem to mess with certain e-readers and PDF readers, so a B&W option of the pdf at some point in the future would be appreciated.

Final Verdict

This is an amazing book. It’s a great re-imagining of Werewolf that addresses and deals with a large amount of the issues that the community was vocal about. It’s obvious that the two years of work that both BNS and the community put in to it have paid off and I feel like this is definitely going to revitalize a once dying subset of the LARP community. They have taken a part of oWoD that I loved but was always hesitant to suggest due to problematic issues in the original source material and morphed it in to something I would suggest to most, if not all, of my LARPing friends to try out at least once.

Will Martin has been LARPing since college and has found no reason to stop yet and is quite fond of being able to watch the age where the art of gaming has become more self-aware and critical of itself. This is accented by his job working in Public Health with a focus on underprivileged communities. Currently he is the head Storyteller for a yet to be named Werewolf LARP out of Washington DC, run through Underground Theater.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

Part 1, Part 2In my last article I discussed the difficulties of planning a con game that tackles difficult subject matter in a responsible way while creating a welcoming environment where everyone is comfortable voicing any concerns or boundaries they have related to the game. Ironically, of the two games I ran at Valor Con, it was not the Wraith game where I ran into these dynamics. It was during the Changeling game, which acted as a prequel to the Wraith session, I ended up running into a player’s boundaries, much to my surprise.

My Changeling game was set in 1925 Chicago during the opening of the Uptown Theatre cinema palace. This is a significant moment in Chicago history during the escalation of tension between Al Capone’s gang, The Chicago Outfit and the Northside Gang, which was Capone’s primary opposition at the time. Chicago was embroiled in an all out gang war after arranging the assassination of the Northside Gang’s leader a year prior. There was nowhere entirely safe from the violence spilling into the streets. However, despite the violence, Uptown was relatively peaceful. At the time, Uptown was the primary entertainment district of Chicago. It was home to the Arcadia Ballroom and skating rink, the Green Mill jazz club, which was larger in 1925 than it is today, and the Riviera theatre. As magnificent as the district was, its peak was still years off. The Uptown Theater, the largest cinema palace in the country was opening on Broadway and the expansive Aragon ballroom was already under construction across the street from the Lawrence el stop.

Original Ad from the Uptown Theatre’s Opening Night

One of the many reasons all of these entertainment venues were able to flourish is both gangs loved the nightlife and they knew if their war spilled into Uptown and the adjacent neighborhood of Edgewater, where visiting performers were housed, then their night life would fall apart. If you can’t enjoy the spoils of your illegal empire then what’s the point after all? The opening scene of my game has the players in the Green Mill, and as it’s a one shot I broke one of my personal ST rules and went for a simple quest giving dynamic. The local “ruler” among the Fae, a mostly kindly, but terrifyingly powerful Boggan told the characters about a plot to destroy the Uptown theatre on it’s opening night. He suspected the RedCaps in the Northside gang were involved, but he couldn’t prove it and he had to stay in the Green Mill to keep the peace.

This was the setup I had scripted in advance, and I really didn’t think there would be any particularly problematic aspects of this story. I generally follow my players lead in terms of tone and boundaries and didn’t think I’d run into any problems as long as I stuck to that approach. The first question of the night was posed by the one female player at the table, who chose the Pooka I based off of Josephine Baker. She wanted to know if there were any RedCaps in the Green Mill, when I confirmed that there were, she decided to to team up with the female Sidhe in the group and attempt a seduction roll to try and get some information out of them.

This point in the flow of the game demonstrated to me that “following my player’s lead” doesn’t work nearly as well when I don’t know my players. I decided to take the opportunity to perform a little bit and put on my best best gangster flirting with a girl in a club. These were unseelie RedCaps, so I went for hardline trope as opposed to subtle. The NPC wanted to get the two PCs to go over to the Arcadia Ballroom (my attempt at giving them a hook into the next scene) and do some dancing. Josephine (I’ll use her character name from here on out for convenience and anonymity) immediately cringed at my performance. I gave the exchange a line or two more before it was definitely clear that she didn’t know what to say and was uncomfortable acting out this dynamic. So I immediately dropped character and affirmed that they were supposed to be pretty disgusting unseelie RedCaps, and not a representative of anything desirable. Josephine seemed happier when I dropped the hard rp approach and she said she didn’t want to go dance with them, but really just wanted to get info from them. So I said “That’s cool, I’m not going to make you LARP through this. You can throw a Charisma+Expression roll to try and get the information you need out of them.

What is a Pooka to do when the ST goes off course?

Once I changed my approach the rest of the session went very well, but in the back of my head I realized I had made a huge assumption thinking the Changeling game wouldn’t have the same sorts of dynamics my Wraith game had, especially given the genre it was set in. At the end of the session Josephine thanked me for running and seemed to have legitimately enjoyed the experience. She had a couple stellar character moments (one right after the exchanged described above), but unfortunately she had another session that started right as ours was ending. I wanted to chat with her and ask her about that moment and see if she would have liked me to handle it differently but I was not able to have that exchange due to her tight schedule. For future con games I will likely hand out a link to a Google Form so players can give me feedback even if there isn’t time after a session, or they aren’t comfortable being critical in person.

When you run a game for yourself and your friends you have a good sense of what your boundaries will be, and it’s easy when running a public game to use that experience as a map for what territory you should approach delicately. The truth of the matter is public games are much more fraught, especially with a setting like the World of Darkness that emphasizes a decayed world filled with all manner of horrors. Had I been in a session with someone who wasn’t as expressive, or who had learned to hide their feelings on topics like this one I may not have noticed that I needed to change my storytelling approach and left one or more of my players feeling unsafe or unwelcome at my table. An incident like that could also easily have run afoul of the ValorCon standards of behavior, which I am very happy to say are quite comprehensive.

Looking back at my experiences running both games I am glad things got close to running off the rails without actually running off the rails in my Changeling game because it served as a solid lesson on the dynamics of public play. I am spending the next few months cleaning up the mini modules I created so I can use them at future cons and I will be including a disclaimer on my Changeling module that is similar, if slightly different in scope to the one in the Wraith writeup. Despite seeing reminders in countless White Wolf books about negotiating boundaries before playing one of their games it is a very easy step to forget, but an important one not to.

The Tabletop Floor at ValorCon

Planning and running a game in a public space with unknown players is every bit as dynamic and invigorating as I describe in the first installment of this con game series. As with all public narrative it is also a more delicate dynamic than telling stories around your table at home, and should be approached more carefully. I highly recommend finding a way to run a few public games if you generally wear the storytelling hat. Just remember to set a stage for your players where they feel like you took the time to learn about their boundaries, and feel comfortable letting you know if those boundaries are being pushed. As Game Runners we aren’t just playing these games. We are introducing new people to our favorite worlds, and we want that experience to draw them back again in the future.

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school. He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since. He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga athttp://redcircuitry.blogspot.com/. He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit. During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

What is the value of darkness? Darkness teaches us to value the light.

What is the value of difficult literature? It teaches us things about ourselves, as human beings.

What is the value of media that addresses dark themes? It can teach us about a side of life we do not witness. It can teach us about lives unlike our own at every level.

These questions and answers are at the core of what the World of Darkness can teach us, if we let it. I want to preface this article with this, we need to be sensitive to everyone involved in discussions surrounding themes in WoD games. Player comfort and safety, and consent to address dark, mature themes are essential. That being said, I might pose more questions than answers here and I want to help encourage a healthy dialogue.

I would hesitantly say the goal of role-playing in the World of Darkness is to generate an understanding of the dark things that occur in our world, and to find ways to address that darkness and ways to change our world. Vampire is essentially a game of immortal parasites that dominate and leech off humanity. By playing one of these monsters we can see the dark aspects of our society reflected back to us. If I play a woman in these games, if those games are run by a sensitive storyteller, I can hopefully begin to understand some of the layers of systemic sexism inherent in the real world. I will never be an expert on that experience, and such a thing should not be played for *shock* factor, but it can have deeper impacts. These games may be one stage in understanding, perhaps a strong first step into embracing feminism and striving to make the world a more gender equal place. By addressing gender inequality, in a place that is safe (with fellow gamers that I trust to respect my consent) I can find tools to identify actions or thoughts I take that tacitly support the sexist world we live in.

Some players don’t want to play games that address societal faults. They enjoy other aspects of Vampire’s mythology, they like the clan politics, or monster’s hiding in the darkness of society. Whatever it is about Vampire, they like the game, they enjoy spending time in the World of Darkness. This style of play is totally understandable. Not everyone looks to games as literature. Like enjoyable fiction, sometimes you read something because the story is fun, it makes you smile, perhaps it makes you excited. The World of Darkness can be played in both ways.

White Wolf’s new leadership says they want to create books that address the first style, they want to write books that address the darkness in the World of Darkness. They also want to support players that choose either style of play. Are these goals incompatible? I, for one, don’t think so. White Wolf wants to create books that can be used to run games that are fun, or self-reflective, or both. They want to engage writers that are looking to explore elements of the world that they know intimately. By doing so, they can hopefully create a true reflection of the power of their experiences. At the same time, for those gamers who wish to play for fun, they will have materials that are truer to life, alive with those experiences and that will reflect in the games played. By providing the best material, all of us gain.

I personally think we, as people, have to challenge ourselves if we wish to grow. We can use a lot of various media to work this growth. We can read works by great authors, we can watch great movies, and we can play great games. Great games allow us to learn skills we can apply to our world. There is academic evidence to suggest that gamers either have more or gain empathy skills from gaming. At the same time, I believe gaming can be used as an effective method to perform inter-cultural dialogue. Gaming, in my humble opinion, can be a force of individual and cultural benefit. Sometimes the method to that growth is through the darkness of the world. Yet, darkness is not the only element of the World of Darkness.

Iconoclasm, Punk, and Anarchist mentality are also themes in Vampire the Masquerade. Why? Because they are methods of challenging the status-quo. In the World of Darkness, we see a world run by the patriarchy (in this case immortal or with powerful magic), entrenched in systemic racism, mired in conflict on every side, we have a world beset by severe income inequality, and a devastated ecology. At the same time, many Vampires have tossed mortal concerns around gender roles, Avatars choose Mages regardless of social status, Werewolves exist of every race. These characters have the ability to challenge the systemic problems of the world.

These themes, though changed to some degree, have not left our world since 1991, when Vampire first addressed them. I would argue, as others have, that White Wolf games were essentially subversive at heart. They sought to dismantle the constructs of the world we live in, by making some of the worst aspects of our world stark. I wouldn’t say these elements were eliminated in later editions, but they were tempered, they were certainly more nuanced. Understanding the underlying reality of those themes is important in our modern world, we need to understand how to challenge the status-quo, how to stand up against oppression, and how to advocate for positive change. The World of Darkness can help teach us effective methods of doing so.

At the same time as investigating darkness to understand light, we need to be cognizant of individual player buy-in and acceptance of the topics being addressed. How do we work with darkness, even playing elements of the darkness with respect to real player backgrounds? Consent. Consent is integral to running White Wolf games. If your players want to play a game that only peripherally touches on the darkest themes in the World of Darkness, LISTEN to them. If a woman at your table says stop, stop. If a man in your LARP asks not to run a scene with rape involved, listen to them, fade-to-black, ask for feedback and adjust where appropriate. If you have a player that wants to explore their gender identity, find ways to do so with respect and with their investment.

One way to do this well is to ask for feedback ahead of time before you run plots. For example, I recently asked my players if they wanted to move our Dark Ages game a few years in time in between sessions. I did this to get a feel for what they wanted. They didn’t want a time jump, they still have things they want their characters to learn and do. This helped me to develop the next 5-10 game sessions (give or take). This wasn’t an issue of dealing with dark elements, but it is a good example of how to work with your players to give them an experience you enjoy facilitating and that reflects their gaming interests.

I will do this with other aspects of the game, as well. If I wanted to run a plot where the characters have to kill an entire family (a possibility in the Medieval era), or a plot where children were killed, I would check with the players to ensure that such a plot would not be a surprise and would not cause any trauma related triggers. I ended up running a side scene with one player where I had initially planned to have his ghoul betray him. Both characters are young, both around 12, one a vampire and the other his childhood friend who he had ghouled. The ghoul felt his friend was putting himself in danger, and though he was betraying him, it was for his best friend’s safety. However, the emotional intensity of the scene between player character and NPC changed my mind. There was too much power in keeping their bond strong, in ensuring that no betrayal occurred. I knew some of the needs of this player, and I know a bit of his personal history and I’m glad we chose the route we did. This scene created a powerful resonance for my player, who thanked me for the scene later. There were still very dark elements of this scene, horror, danger for friends loved and loved deeply, but it didn’t cross over into a territory that would have hurt my friend.

During Grand Masquerade, fans made it clear that they want more representation in White Wolf game products. They want sensitivity in dealing with dark storylines and themes, and they want players to feel welcome playing games in the World of Darkness. Particularly in LARP, because of concerns for player safety in the LARP community. From my perspective, White Wolf is listening, but I think we are in a sensitive era in the gaming hobby, and this has caused some strong emotion to boil to the surface. This emotion is not a negative thing. This emotion is a call for us all to take these concerns seriously and ensure that darkness is not simply inserted for some misunderstood shock attempt.

In our recent interview with White Wolf, Martin Ericsson, Lead Storyteller of the new White Wolf, stated his interest in re-investigating one of the most controversial of books ever produced by White Wolf, World of Darkness: Gypsies. However, Martin’s comments about wanting writers to write about topics they know should illuminate some of his deeper thinking. He mentions perhaps calling the new book, Opre Roma. This is an alternative name for the Romani anthem Gelem, Gelem and has been used as a rallying call by Roma movements for equality and representation in Europe. Some have expressed concern about rewriting a book that has a lot of negative implications and has been fairly accused of othering a people that have experienced severe and consistent discrimination.
That being said, if White Wolf can investigate the history of the Roma in Europe, using the lens of the World of Darkness to show their common humanity and to help understand how they have been persecuted over the years, isn’t this something that could be beneficial? I think we can see that there is value about writing what one knows, and if White Wolf can engage a writer or writers of Roma descent who are interested in producing a book that encourages understanding of the Roma, I’m all for giving it a try.

The World of Darkness has had 25 years to make an impact on role-playing. I think it has done so. I won’t say that White Wolf is the only reason that we now have deeper themes in gaming, but their emergence into the world of gaming 25 years ago helped to create the gaming landscape we have today. White Wolf is waking up from torpor, there are a lot of great ideas hiding in the darkness still and we have much to learn before we can step into a world that is more light than dark. For now, let’s strive together to learn about ourselves, our world, and each other by looking at the darkest element of our lives. Let us examine the darkness and find it within ourselves, and root it out.

Josh is the Admin@KeepontheHeathlands

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of any other Author of Keep On the Heathlands.